6 Commits

Author SHA1 Message Date
5c674c41a4 Merge branch 'master' into main 2023-07-08 17:12:43 +02:00
3b72c6a01a Serialize Quest 2023-07-08 17:10:06 +02:00
17698b4842 Add quest manager and base quest class 2023-07-08 16:01:38 +02:00
2f70d6949f Add billboard behaviour component 2023-07-08 14:36:38 +02:00
27341fd1b1 Add playercontroller
with mouse look functionality
2023-07-08 14:19:35 +02:00
721898dd7a Add gitattributes content 2023-07-08 14:19:10 +02:00
21 changed files with 1681 additions and 571 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BillboardBehaviour : MonoBehaviour
{
private Vector3 initialRotation;
// Start is called before the first frame update
void Start()
{
initialRotation = transform.rotation.eulerAngles;
}
// Update is called once per frame
void Update()
{
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using System.Collections.Generic;
using System.Collections.ObjectModel;
using UnityEngine;
public class CharacterManager : MonoBehaviour
{
public static CharacterManager Instance;
[SerializeField] private List<CharacterData> m_characterDatas;
public ReadOnlyCollection<CharacterData> CharacterDatas => m_characterDatas.AsReadOnly();
private Dictionary<string, bool> m_interviewed = new Dictionary<string, bool>();
private void Awake()
{
if (Instance == null)
{
Instance = this;
}
else
{
Debug.LogWarning("There can only be one instance of the CharacterManager class");
}
}
// Returns if a character has been interviewed.
public bool CharacterInterviewed(string name)
{
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}
// Stores a character as interviewed.
public void SetInterviewed(string name)
{
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}
}

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using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
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{
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[SerializeField] private TMP_Text m_line;
[SerializeField] private Transform m_lineHolder;
private Dictionary<string, GameObject> m_lines = new Dictionary<string, GameObject>();
public void Cleanup()
{
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{
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}
m_lines.Clear();
}
public void SetName(string name)
{
m_characterNameText.text = name;
}
// Adds a line to the character sheet.
public void AddLine(string lineText)
{
if (LineExists(lineText))
return;
var line = Instantiate(m_line, m_lineHolder);
line.text = lineText;
line.gameObject.SetActive(true);
m_lines.Add(lineText, line.gameObject);
}
// Returns if the line has already been added.
private bool LineExists(string lineText)
{
return m_lines.ContainsKey(lineText);
}
}

View File

@@ -3,7 +3,6 @@
public class Dialogue
{
public string text;
public string bulletizedText;
}
public class QuestionData

View File

@@ -1,31 +1,19 @@
using System;
using System.Collections.Generic;
using UnityEngine;
public class DialogueController : MonoBehaviour
{
[SerializeField] private DialoguePanel m_dialoguePanel;
[SerializeField] private List<CharacterData> m_characterDatas;
// DEBUG - Will need replacing with the character you selected.
private void Start()
{
DisplayCharacterText(CharacterManager.Instance.CharacterDatas[0]);
m_dialoguePanel.OnQuestionsFinished += OnQuestionsFinished;
DisplayCharacterText(m_characterDatas[0]);
}
public void DisplayCharacterText(CharacterData character)
{
m_dialoguePanel.Setup(character);
}
public void OnQuestionsFinished(string characterName)
{
Debug.Log($"DialogueController: Character {characterName} finished interviewing");
CharacterManager.Instance.SetInterviewed(characterName);
// TODO: stop the dialogue and return to gameplay...
// TODO: we could probably show a "Quit" button highlighted.
}
}

View File

@@ -1,4 +1,3 @@
using System;
using System.Collections;
using TMPro;
using UnityEngine;
@@ -6,25 +5,17 @@ using UnityEngine.UI;
public class DialoguePanel : MonoBehaviour
{
public Action<string> OnQuestionsFinished;
[SerializeField] private Transform m_questionHolder;
[SerializeField] private Button m_questionButton;
[SerializeField] private TMP_Text m_characterNameText;
[SerializeField] private TMP_Text m_characterText;
[SerializeField] private CharacterSheetController m_characterSheetController;
private const float TypingSpeed = 0.03f;
private CharacterData m_currentCharacter;
private bool m_skipped = false;
private int m_questionCount = QuestionData.Questions.Length;
private int m_questionsAsked = 0;
private bool QuestionsFinished => m_questionsAsked >= m_questionCount;
private void Awake()
{
PopulateQuestionButtons();
@@ -36,9 +27,6 @@ public class DialoguePanel : MonoBehaviour
{
Cleanup();
m_characterSheetController.Cleanup();
m_characterSheetController.SetName(characterData.name);
m_currentCharacter = characterData;
m_characterNameText.text = characterData.name;
@@ -96,13 +84,6 @@ public class DialoguePanel : MonoBehaviour
m_skipped = true;
m_characterText.text = text;
// If we've asked all the questions we should mark this character as interviewed and continue.
if (QuestionsFinished)
{
OnQuestionsFinished?.Invoke(m_currentCharacter.name);
yield break;
}
// Re-enable the questions.
m_questionHolder.gameObject.SetActive(true);
}
@@ -110,16 +91,14 @@ public class DialoguePanel : MonoBehaviour
// Handles displaying the correct dialogue for the question.
private void OnQuestionButtonClicked(int index)
{
//Debug.Log("Player picked option " + index);
Cleanup();
var dialogueOption = m_currentCharacter.m_dialogueOptions[index];
StartCoroutine(DisplayText(dialogueOption.text));
// TODO: we should update the sheet with this information.
m_characterSheetController.AddLine(dialogueOption.text);
// Increment questions asked.
m_questionsAsked++;
}
// Callback from Unity on the skip button.

View File

@@ -0,0 +1,26 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public Vector3 forward;
public Camera playerCam;
public float xLimit = 45;
public float yLimit = 25;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
float mouseX = 2 * (Input.mousePosition.x / playerCam.pixelWidth) - 1;
float mouseY = -(2 * (Input.mousePosition.y / playerCam.pixelHeight) - 1);
Quaternion rotation = Quaternion.Euler(yLimit * mouseY, xLimit * mouseX, 0);
playerCam.transform.rotation = rotation;
}
}

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 113c9cdbaeba15f47a35e92d7d13c848
guid: bfe60ceb1f7681a44a14ecbb20e0925f
MonoImporter:
externalObjects: {}
serializedVersion: 2

View File

@@ -0,0 +1,48 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class QuestManager : MonoBehaviour
{
public int activeQuest = 0;
public Quest[] quests = {
new Quest(_name: "Advert Quest 1", _desc: "Find someone to hand out flyers to advertise our tavern to adventurers. Strength, dexterity, intelligence: doesn<73>t matter, find someone who would do this for as little money as possible.", _failedStr: "Damn, that didn<64>t work at all. That robot just randomly started playing an instrument, much to the dismay of the townspeople.", _strength: 0, _intelligence: 0, _charisma: 5),
};
// Start is called before the first frame update
void Start()
{
foreach (Quest quest in quests)
{
Debug.Log(quest.name);
Debug.Log(quest.description);
}
}
// Update is called once per frame
void Update()
{
}
}
[System.Serializable]
public class Quest
{
public string name;
public string description;
public string failedStr;
public int strength, intelligence, charisma;
public Quest(string _name, string _desc, string _failedStr, int _strength, int _intelligence, int _charisma)
{
this.name = _name;
this.description = _desc;
this.failedStr = _failedStr;
this.strength = _strength;
this.intelligence = _intelligence;
this.charisma = _charisma;
}
}

View File

@@ -0,0 +1,11 @@
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guid: bb2c090bb57f87f4cae2a4a2b973f815
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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View File

@@ -0,0 +1,121 @@
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